Is it possible to use a z-depth texture, exported from a 3D render together with beauty pass textures (with no background) to layer the textures correct.
Example: If we have exported images/video of two objects, that rotate around each other, and export the correlation z-depth textures (as images or video as well) and blend them correct, so they will be drawn correctly (So that the correct object is on top of the other)
have a look at the textureFX nodes. this should help you. if you have two depth textures take the min or max of them and use the output as a mask in a texture mixer for your colors. (dx11 pack highly recommended)
Thanks @antokhio, for taking time to create the example. And thanks @tonfilm.
@antokhio, Maybe I did not explain myself clearly. What I am trying to do, is render two images of an 3D object, and export there z-depth maps as well, and then layer them correctly. I made some images that maybe can explain it better.
@tonfilm, that sounds correct, can you give some more in depth information? I am still learning the structure of VVVV
So the back and front torus, is two different renders, they could be video or images. They have a z-depth image, calculated in reference to the camera, but are in a global value range.
I know that the “composite_result” have shadows projected from the other object, and that is not possible with this technique, but it doesn’t matter for what I have to use it for.
Dude if you study example I gave ya closer, you will see that what is blended is two color textures and two depth textures, I know it may look not that obvious because of the camera in there but you can try putting your depth and color textures instead of render targets and disconnect a camera
@antokhio, I feel like an idiot, thank you so much :)
The depth map had to be inverted, to mask correct, but after that, it’s like the view in the z-axis is inverted. I tried to invert the cameras Z position, but it is not helping. Do you have a solution for this?